Ability to update parts of an array, and set arrays as dynamic draw

This commit is contained in:
Juan Linietsky 2017-11-14 17:25:42 -03:00
parent 61a693cf78
commit 6277e6d40a
10 changed files with 42 additions and 516 deletions

View file

@ -2866,7 +2866,7 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
glGenBuffers(1, &surface->vertex_id);
glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
glBufferData(GL_ARRAY_BUFFER, array_size, vr.ptr(), GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, array_size, vr.ptr(), p_format & VS::ARRAY_FLAG_USE_DYNAMIC_UPDATE ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
if (p_format & VS::ARRAY_FORMAT_INDEX) {
@ -3104,6 +3104,22 @@ VS::BlendShapeMode RasterizerStorageGLES3::mesh_get_blend_shape_mode(RID p_mesh)
return mesh->blend_shape_mode;
}
void RasterizerStorageGLES3::mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data) {
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!mesh);
ERR_FAIL_INDEX(p_surface, mesh->surfaces.size());
int total_size = p_data.size();
ERR_FAIL_COND(p_offset + total_size > mesh->surfaces[p_surface]->array_byte_size);
PoolVector<uint8_t>::Read r = p_data.read();
glBindBuffer(GL_ARRAY_BUFFER, mesh->surfaces[p_surface]->array_id);
glBufferSubData(GL_ARRAY_BUFFER, p_offset, total_size, r.ptr());
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
}
void RasterizerStorageGLES3::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) {
Mesh *mesh = mesh_owner.getornull(p_mesh);

View file

@ -692,6 +692,8 @@ public:
virtual void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode);
virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const;
virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data);
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material);
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;

View file

@ -920,6 +920,12 @@ String ArrayMesh::surface_get_name(int p_idx) const {
return surfaces[p_idx].name;
}
void ArrayMesh::surface_update_region(int p_surface, int p_offset, const PoolVector<uint8_t> &p_data) {
ERR_FAIL_INDEX(p_surface, surfaces.size());
VS::get_singleton()->mesh_surface_update_region(mesh, p_surface, p_offset, p_data);
}
void ArrayMesh::surface_set_custom_aabb(int p_idx, const Rect3 &p_aabb) {
ERR_FAIL_INDEX(p_idx, surfaces.size());
@ -1041,6 +1047,7 @@ void ArrayMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_surface_from_arrays", "primitive", "arrays", "blend_shapes", "compress_flags"), &ArrayMesh::add_surface_from_arrays, DEFVAL(Array()), DEFVAL(ARRAY_COMPRESS_DEFAULT));
ClassDB::bind_method(D_METHOD("get_surface_count"), &ArrayMesh::get_surface_count);
ClassDB::bind_method(D_METHOD("surface_remove", "surf_idx"), &ArrayMesh::surface_remove);
ClassDB::bind_method(D_METHOD("surface_update_region", "surf_idx", "offset", "data"), &ArrayMesh::surface_update_region);
ClassDB::bind_method(D_METHOD("surface_get_array_len", "surf_idx"), &ArrayMesh::surface_get_array_len);
ClassDB::bind_method(D_METHOD("surface_get_array_index_len", "surf_idx"), &ArrayMesh::surface_get_array_index_len);
ClassDB::bind_method(D_METHOD("surface_get_format", "surf_idx"), &ArrayMesh::surface_get_format);

View file

@ -95,6 +95,7 @@ public:
ARRAY_FLAG_USE_2D_VERTICES = ARRAY_COMPRESS_INDEX << 1,
ARRAY_FLAG_USE_16_BIT_BONES = ARRAY_COMPRESS_INDEX << 2,
ARRAY_FLAG_USE_DYNAMIC_UPDATE = ARRAY_COMPRESS_INDEX << 3,
ARRAY_COMPRESS_DEFAULT = ARRAY_COMPRESS_VERTEX | ARRAY_COMPRESS_NORMAL | ARRAY_COMPRESS_TANGENT | ARRAY_COMPRESS_COLOR | ARRAY_COMPRESS_TEX_UV | ARRAY_COMPRESS_TEX_UV2 | ARRAY_COMPRESS_WEIGHTS
@ -185,6 +186,8 @@ public:
void set_blend_shape_mode(BlendShapeMode p_mode);
BlendShapeMode get_blend_shape_mode() const;
void surface_update_region(int p_surface, int p_offset, const PoolVector<uint8_t> &p_data);
int get_surface_count() const;
void surface_remove(int p_idx);

View file

@ -242,6 +242,8 @@ public:
virtual void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode) = 0;
virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const = 0;
virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data) = 0;
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) = 0;
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const = 0;

View file

@ -120,6 +120,8 @@ void VisualServerRaster::draw() {
frame_drawn_callbacks.pop_front();
}
emit_signal("frame_drawn_in_thread");
}
void VisualServerRaster::sync() {
}

View file

@ -73,521 +73,6 @@ class VisualServerRaster : public VisualServer {
List<FrameDrawnCallbacks> frame_drawn_callbacks;
// FIXME: Kept as reference for future implementation
#if 0
struct Room {
bool occlude_exterior;
BSP_Tree bounds;
Room() { occlude_exterior=true; }
};
BalloonAllocator<> octree_allocator;
struct OctreeAllocator {
static BalloonAllocator<> *allocator;
_FORCE_INLINE_ static void *alloc(size_t p_size) { return allocator->alloc(p_size); }
_FORCE_INLINE_ static void free(void *p_ptr) { return allocator->free(p_ptr); }
};
struct Portal {
bool enabled;
float disable_distance;
Color disable_color;
float connect_range;
Vector<Point2> shape;
Rect2 bounds;
Portal() { enabled=true; disable_distance=50; disable_color=Color(); connect_range=0.8; }
};
struct BakedLight {
Rasterizer::BakedLightData data;
PoolVector<int> sampler;
Rect3 octree_aabb;
Size2i octree_tex_size;
Size2i light_tex_size;
};
struct BakedLightSampler {
float params[BAKED_LIGHT_SAMPLER_MAX];
int resolution;
Vector<Vector3> dp_cache;
BakedLightSampler() {
params[BAKED_LIGHT_SAMPLER_STRENGTH]=1.0;
params[BAKED_LIGHT_SAMPLER_ATTENUATION]=1.0;
params[BAKED_LIGHT_SAMPLER_RADIUS]=1.0;
params[BAKED_LIGHT_SAMPLER_DETAIL_RATIO]=0.1;
resolution=16;
}
};
void _update_baked_light_sampler_dp_cache(BakedLightSampler * blsamp);
struct Camera {
enum Type {
PERSPECTIVE,
ORTHOGONAL
};
Type type;
float fov;
float znear,zfar;
float size;
uint32_t visible_layers;
bool vaspect;
RID env;
Transform transform;
Camera() {
visible_layers=0xFFFFFFFF;
fov=60;
type=PERSPECTIVE;
znear=0.1; zfar=100;
size=1.0;
vaspect=false;
}
};
struct Instance;
typedef Set<Instance*,Comparator<Instance*>,OctreeAllocator> InstanceSet;
struct Scenario;
struct Instance {
enum {
MAX_LIGHTS=4
};
RID self;
OctreeElementID octree_id;
Scenario *scenario;
bool update;
bool update_aabb;
bool update_materials;
Instance *update_next;
InstanceType base_type;
RID base_rid;
Rect3 aabb;
Rect3 transformed_aabb;
uint32_t object_ID;
bool visible;
bool visible_in_all_rooms;
uint32_t layer_mask;
float draw_range_begin;
float draw_range_end;
float extra_margin;
Rasterizer::InstanceData data;
Set<Instance*> auto_rooms;
Set<Instance*> valid_auto_rooms;
Instance *room;
List<Instance*>::Element *RE;
Instance *baked_light;
List<Instance*>::Element *BLE;
Instance *sampled_light;
bool exterior;
uint64_t last_render_pass;
uint64_t last_frame_pass;
uint64_t version; // changes to this, and changes to base increase version
InstanceSet lights;
bool light_cache_dirty;
struct RoomInfo {
Transform affine_inverse;
Room *room;
List<Instance*> owned_geometry_instances;
List<Instance*> owned_portal_instances;
List<Instance*> owned_room_instances;
List<Instance*> owned_light_instances; //not used, but just for the sake of it
Set<Instance*> disconnected_child_portals;
Set<Instance*> owned_autoroom_geometry;
uint64_t last_visited_pass;
RoomInfo() { last_visited_pass=0; }
};
struct PortalInfo {
Portal *portal;
Set<Instance*> candidate_set;
Instance *connected;
uint64_t last_visited_pass;
Plane plane_cache;
Vector<Vector3> transformed_point_cache;
PortalInfo() { connected=NULL; last_visited_pass=0;}
};
struct LightInfo {
RID instance;
int light_set_index;
uint64_t last_version;
uint64_t last_add_pass;
List<RID>::Element *D; // directional light in scenario
InstanceSet affected;
bool enabled;
float dtc; //distance to camera, used for sorting
LightInfo() {
D=NULL;
light_set_index=-1;
last_add_pass=0;
enabled=true;
}
};
struct BakedLightInfo {
BakedLight *baked_light;
Transform affine_inverse;
List<Instance*> owned_instances;
};
struct BakedLightSamplerInfo {
Set<Instance*> baked_lights;
Set<Instance*> owned_instances;
BakedLightSampler *sampler;
int resolution;
Vector<Color> light_buffer;
RID sampled_light;
uint64_t last_pass;
Transform xform; // viewspace normal to lightspace, might not use one.
BakedLightSamplerInfo() {
sampler=NULL;
last_pass=0;
resolution=0;
}
};
struct ParticlesInfo {
RID instance;
};
RoomInfo *room_info;
LightInfo *light_info;
ParticlesInfo *particles_info;
PortalInfo * portal_info;
BakedLightInfo * baked_light_info;
BakedLightSamplerInfo * baked_light_sampler_info;
Instance() {
octree_id=0;
update_next=0;
object_ID=0;
last_render_pass=0;
last_frame_pass=0;
light_info=0;
particles_info=0;
update_next=NULL;
update=false;
visible=true;
data.cast_shadows=SHADOW_CASTING_SETTING_ON;
data.receive_shadows=true;
data.depth_scale=false;
data.billboard=false;
data.billboard_y=false;
data.baked_light=NULL;
data.baked_light_octree_xform=NULL;
data.baked_lightmap_id=-1;
version=1;
room_info=NULL;
room=NULL;
RE=NULL;
portal_info=NULL;
exterior=false;
layer_mask=1;
draw_range_begin=0;
draw_range_end=0;
extra_margin=0;
visible_in_all_rooms=false;
update_aabb=false;
update_materials=false;
baked_light=NULL;
baked_light_info=NULL;
baked_light_sampler_info=NULL;
sampled_light=NULL;
BLE=NULL;
light_cache_dirty=true;
}
~Instance() {
if (light_info)
memdelete(light_info);
if (particles_info)
memdelete(particles_info);
if (room_info)
memdelete(room_info);
if (portal_info)
memdelete(portal_info);
if (baked_light_info)
memdelete(baked_light_info);
};
};
struct _InstanceLightsort {
bool operator()(const Instance* p_A, const Instance* p_B) const { return p_A->light_info->dtc < p_B->light_info->dtc; }
};
struct Scenario {
ScenarioDebugMode debug;
RID self;
// well wtf, balloon allocator is slower?
typedef ::Octree<Instance,true> Octree;
Octree octree;
List<RID> directional_lights;
RID environment;
RID fallback_environment;
Instance *dirty_instances;
Scenario() { dirty_instances=NULL; debug=SCENARIO_DEBUG_DISABLED; }
};
mutable RID_Owner<Rasterizer::ShaderMaterial> canvas_item_material_owner;
struct Viewport {
RID self;
RID parent;
VisualServer::ViewportRect rect;
RID camera;
RID scenario;
RID viewport_data;
RenderTargetUpdateMode render_target_update_mode;
RID render_target;
RID render_target_texture;
Rect2 rt_to_screen_rect;
bool hide_scenario;
bool hide_canvas;
bool transparent_bg;
bool queue_capture;
bool render_target_vflip;
bool render_target_clear_on_new_frame;
bool render_target_clear;
bool disable_environment;
Image capture;
bool rendered_in_prev_frame;
struct CanvasKey {
int layer;
RID canvas;
bool operator<(const CanvasKey& p_canvas) const { if (layer==p_canvas.layer) return canvas < p_canvas.canvas; return layer<p_canvas.layer; }
CanvasKey() { layer=0; }
CanvasKey(const RID& p_canvas, int p_layer) { canvas=p_canvas; layer=p_layer; }
};
struct CanvasData {
Canvas *canvas;
Transform2D transform;
int layer;
};
Transform2D global_transform;
Map<RID,CanvasData> canvas_map;
SelfList<Viewport> update_list;
Viewport() : update_list(this) { transparent_bg=false; render_target_update_mode=RENDER_TARGET_UPDATE_WHEN_VISIBLE; queue_capture=false; rendered_in_prev_frame=false; render_target_vflip=false; render_target_clear_on_new_frame=true; render_target_clear=true; disable_environment=false; }
};
SelfList<Viewport>::List viewport_update_list;
Map<RID,int> screen_viewports;
struct CullRange {
Plane nearp;
float min,max;
float z_near,z_far;
void add_aabb(const Rect3& p_aabb) {
}
};
struct Cursor {
Point2 pos;
float rot;
RID texture;
Point2 center;
bool visible;
Rect2 region;
Cursor() {
rot = 0;
visible = false;
region = Rect2();
};
};
Rect2 canvas_clip;
Color clear_color;
Cursor cursors[MAX_CURSORS];
RID default_cursor_texture;
static void* instance_pair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int);
static void instance_unpair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int,void*);
Instance *instance_cull_result[MAX_INSTANCE_CULL];
Instance *instance_shadow_cull_result[MAX_INSTANCE_CULL]; //used for generating shadowmaps
Instance *light_cull_result[MAX_LIGHTS_CULLED];
int light_cull_count;
Instance *exterior_portal_cull_result[MAX_EXTERIOR_PORTALS];
int exterior_portal_cull_count;
bool exterior_visited;
Instance *light_sampler_cull_result[MAX_LIGHT_SAMPLERS];
int light_samplers_culled;
Instance *room_cull_result[MAX_ROOM_CULL];
int room_cull_count;
bool room_cull_enabled;
bool light_discard_enabled;
bool shadows_enabled;
int black_margin[4];
RID black_image[4];
Vector<Vector3> aabb_random_points;
Vector<Vector3> transformed_aabb_random_points;
void _instance_validate_autorooms(Instance *p_geometry);
void _portal_disconnect(Instance *p_portal,bool p_cleanup=false);
void _portal_attempt_connect(Instance *p_portal);
void _dependency_queue_update(RID p_rid, bool p_update_aabb=false, bool p_update_materials=false);
_FORCE_INLINE_ void _instance_queue_update(Instance *p_instance,bool p_update_aabb=false,bool p_update_materials=false);
void _update_instances();
void _update_instance_aabb(Instance *p_instance);
void _update_instance(Instance *p_instance);
void _free_attached_instances(RID p_rid,bool p_free_scenario=false);
void _clean_up_owner(RID_OwnerBase *p_owner,String p_type);
Instance *instance_update_list;
//RID default_scenario;
//RID default_viewport;
RID test_cube;
mutable RID_Owner<Room> room_owner;
mutable RID_Owner<Portal> portal_owner;
mutable RID_Owner<BakedLight> baked_light_owner;
mutable RID_Owner<BakedLightSampler> baked_light_sampler_owner;
mutable RID_Owner<Camera> camera_owner;
mutable RID_Owner<Viewport> viewport_owner;
mutable RID_Owner<Scenario> scenario_owner;
mutable RID_Owner<Instance> instance_owner;
mutable RID_Owner<Canvas> canvas_owner;
mutable RID_Owner<CanvasItem> canvas_item_owner;
Map< RID, Set<RID> > instance_dependency_map;
Map< RID, Set<Instance*> > skeleton_dependency_map;
ViewportRect viewport_rect;
_FORCE_INLINE_ void _instance_draw(Instance *p_instance);
bool _test_portal_cull(Camera *p_camera, Instance *p_portal_from, Instance *p_portal_to);
void _cull_portal(Camera *p_camera, Instance *p_portal,Instance *p_from_portal);
void _cull_room(Camera *p_camera, Instance *p_room,Instance *p_from_portal=NULL);
void _process_sampled_light(const Transform &p_camera, Instance *p_sampled_light, bool p_linear_colorspace);
void _render_no_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario);
void _render_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario);
static void _render_canvas_item_viewport(VisualServer* p_self,void *p_vp,const Rect2& p_rect);
void _render_canvas_item_tree(CanvasItem *p_canvas_item, const Transform2D& p_transform, const Rect2& p_clip_rect, const Color &p_modulate, Rasterizer::CanvasLight *p_lights);
void _render_canvas_item(CanvasItem *p_canvas_item, const Transform2D& p_transform, const Rect2& p_clip_rect, float p_opacity, int p_z, Rasterizer::CanvasItem **z_list, Rasterizer::CanvasItem **z_last_list, CanvasItem *p_canvas_clip, CanvasItem *p_material_owner);
void _render_canvas(Canvas *p_canvas, const Transform2D &p_transform, Rasterizer::CanvasLight *p_lights, Rasterizer::CanvasLight *p_masked_lights);
void _light_mask_canvas_items(int p_z,Rasterizer::CanvasItem *p_canvas_item,Rasterizer::CanvasLight *p_masked_lights);
Vector<Vector3> _camera_generate_endpoints(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max);
Vector<Plane> _camera_generate_orthogonal_planes(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max);
void _light_instance_update_lispsm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
void _light_instance_update_pssm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
void _light_instance_update_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
uint64_t render_pass;
int changes;
bool draw_extra_frame;
void _draw_viewport_camera(Viewport *p_viewport, bool p_ignore_camera);
void _draw_viewport(Viewport *p_viewport,int p_ofs_x, int p_ofs_y,int p_parent_w,int p_parent_h);
void _draw_viewports();
void _draw_cursors_and_margins();
Rasterizer *rasterizer;
#endif
void _draw_margins();
static void _changes_changed() {}
@ -726,6 +211,8 @@ public:
BIND2(mesh_set_blend_shape_mode, RID, BlendShapeMode)
BIND1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID)
BIND4(mesh_surface_update_region, RID, int, int, const PoolVector<uint8_t> &)
BIND3(mesh_surface_set_material, RID, int, RID)
BIND2RC(RID, mesh_surface_get_material, RID, int)

View file

@ -144,6 +144,8 @@ public:
FUNC2(mesh_set_blend_shape_mode, RID, BlendShapeMode)
FUNC1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID)
FUNC4(mesh_surface_update_region, RID, int, int, const PoolVector<uint8_t> &)
FUNC3(mesh_surface_set_material, RID, int, RID)
FUNC2RC(RID, mesh_surface_get_material, RID, int)

View file

@ -1856,6 +1856,8 @@ void VisualServer::_bind_methods() {
BIND_ENUM_CONSTANT(FEATURE_SHADERS);
BIND_ENUM_CONSTANT(FEATURE_MULTITHREADED);
ADD_SIGNAL(MethodInfo("frame_drawn_in_thread"));
}
void VisualServer::_canvas_item_add_style_box(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector<float> &p_margins, const Color &p_modulate) {

View file

@ -227,6 +227,7 @@ public:
ARRAY_FLAG_USE_2D_VERTICES = ARRAY_COMPRESS_INDEX << 1,
ARRAY_FLAG_USE_16_BIT_BONES = ARRAY_COMPRESS_INDEX << 2,
ARRAY_FLAG_USE_DYNAMIC_UPDATE = ARRAY_COMPRESS_INDEX << 3,
ARRAY_COMPRESS_DEFAULT = ARRAY_COMPRESS_VERTEX | ARRAY_COMPRESS_NORMAL | ARRAY_COMPRESS_TANGENT | ARRAY_COMPRESS_COLOR | ARRAY_COMPRESS_TEX_UV | ARRAY_COMPRESS_TEX_UV2 | ARRAY_COMPRESS_WEIGHTS
@ -259,6 +260,8 @@ public:
virtual void mesh_set_blend_shape_mode(RID p_mesh, BlendShapeMode p_mode) = 0;
virtual BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const = 0;
virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data) = 0;
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) = 0;
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const = 0;